![]() ![]() If we hover the mouse over the top-left corner of the player, we get the coordinates (364, 276). Suppose that the top left of the world is (0, 0) and the Camera's Viewport is defined by the Rectangle(623, 15, 683, 436). This can be confirmed mathematically using the image above and Photoshop (assume pixel units). Return new Vector2(position.X + x, position.Y + y) So in order for you to convert mouse coordinates to world coordinates, all you have to do is have a simple function like the one below, and then pass it to your script: public Vector2 ScreenToWorld(int x, int y) Public Rectangle ScreenToWorld(Rectangle screenRectangle) ![]() / Converts a rectangle in Screen coordinates to World coordinates Public Rectangle WorldToScreen(Rectangle worldRectangle) / Converts a rectangle in Pixel-based World coordinates to In the pop-up menu, write 'mousex' as the 'X position' and. It is the one that looks like an arrow drawn between two 'X' marks. Note: The variable position refers to Camera.position, and worldRectangle is defined when the camera is created /// Click 'add event.' Click 'step' and choose 'begin step.' If you want the object to always be located in the same position as the mouse cursor, then drag the 'Jump to Position' icon into the 'Actions' box. I do this using the following functions (and various overloads for Vector2, int, etc): Getting the position of the mouse on the screen in a 2D game is almost identical to getting the position of an object, and all we have to do is get the on-screen mouse coordinates and add them to the position of the camera. The Camera class contains the following member variables: Vector2 position Ĭonverting from world coordinates to camera coordinates is only a matter of subtracting the position of the object from the position of the camera, and going from camera coordinates to world coordinates is only addition. ![]() The camera I use in my games is somewhat simple and is illustrated in the figure below: If there is a collision, you can then retrieve the exact 3D coordinate that it occurred at. I don't have a specific example for an Isometric camera, but it sounds like you are asking about the basic camera system in general. You are provided with a way to test for collisions on 3D triangles as well as infinite planes. ![]()
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